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authorhistoria <[not public]>2026-06-25 20:33:47 -0400
committerhistoria <[not public]>2026-06-25 20:33:47 -0400
commit84d74ca4351a97148ad8339676f9df7946bc21fb (patch)
treea9f50ac56e8bbcdf2b307ef6f7143b67bce46c61 /building_guide/tips.md
parentc55d0e4150b23f2c5c9f96bbc3d4dc2fc6dbaa36 (diff)
downloadthehouseoficarus-84d74ca4351a97148ad8339676f9df7946bc21fb.tar.gz
feat: trigger system for scripted events added.
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9. **Shared depletion vs per-drop depletion.** Use `deplete_timer` for trees — the timer counts down while being chopped and regens when left alone. Use `depletes: true` on individual drops for rocks — they deplete on first successful gather.
10. **Mob wander config goes in the room YAML**, not the mob definition. This lets the same `man` wander differently in different rooms.
+
+11. **Use triggers to decouple cause and effect.** Objects set flags; triggers watch flags. This way the same "pull lever" action can spawn a boss in one room, open a door in another, and broadcast to the server — all by watching the same flag from different triggers. Room triggers keep local events local; global triggers (`data/triggers/`) handle server-wide events.